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MLEM/Docs/articles/tiled_extensions.md

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Tiled Extensions

If you're using MonoGame.Extended's Tiled map editor support, you can use the MLEM.Extended package alongside that to enhance your tilemap experience.

Extensions

There are several extensions to tiled maps, tilesets and tiles, including, but not limited to:

  • The ability to get a tileset tile from a tile easily
  • The ability to get tile and tile map properties easily
  • Getting multiple tiles and objects at a location or in an area

All of these extension methods can be found in the TiledExtensions class.

Tiled map collisions

MLEM.Extended includes a very easy way to set up collisions within your tiled maps through the use of tile collisions.

To get this set up, you simply have to add bounding rectangles to your tilesets within the Tiled editor. Then, you can query collisions like so:

// Creating the collision system for a tiled map
var collisions = new TiledMapCollisions(myMap);

// Getting a list of collisions for an area
var tiles = collisions.GetCollidingTiles(new RectangleF(2, 2, 3.5F, 3.5F));

// Checking if an area is colliding
var colliding = collisions.IsColliding(new RectangleF(4, 4, 1, 1));

Collision coordinate system

The coordinate system of these tiled collisions functions based on percentages rather than absolute pixel coordinates. The collision system sees each tile as being one unit by one unit big.

This means that, to check if the tile at tile coordinate 6, 10 contains any collisions, the following rectangle has to be used:

var tiles = collisions.GetCollidingTiles(new RectangleF(6, 10, 1, 1));

If the tile at that location is 16x16 pixels big, and it has a single collision box at pixels 4, 4 that is 8x8 pixels big, then the following code prints out its percentaged coordinates: X: 0.25, Y: 0.25, Width: 0.5, Height: 0.5.

foreach (var tile in tiles) 
    Console.WriteLine(tile.Collisions[0]);